Refactor SpiceBloom
- Remove SpiceBloom.RespawnDelay It is basically redundant (giving the spice bloom spawner a longer self-kill delay at yaml level has the same effect) and uses the savegame-blocking DelayedAction, so just removing it is the cleanest solution. - Rename SpiceBloom GrowthDelay to Lifetime - Refactor spicebloom.spawnpoint to not use SpiceBloom trait and make it visible in editor with corresponding tooltip.
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@@ -32,11 +32,8 @@ namespace OpenRA.Mods.D2k.Traits
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[SequenceReference]
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public readonly string[] GrowthSequences = { "grow1", "grow2", "grow3" };
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[Desc("The range of time (in ticks) that the spicebloom will take to respawn.")]
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public readonly int[] RespawnDelay = { 1500, 2500 };
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[Desc("The range of time (in ticks) that the spicebloom will take to grow.")]
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public readonly int[] GrowthDelay = { 1000, 3000 };
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[Desc("The range of time (in ticks) that the spicebloom will take to grow until it blows up.")]
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public readonly int[] Lifetime = { 1000, 3000 };
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public readonly string ResourceType = "Spice";
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@@ -72,7 +69,6 @@ namespace OpenRA.Mods.D2k.Traits
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readonly ResourceLayer resLayer;
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readonly AnimationWithOffset anim;
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readonly int respawnTicks;
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readonly int growTicks;
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int ticks;
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@@ -88,8 +84,7 @@ namespace OpenRA.Mods.D2k.Traits
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anim = new AnimationWithOffset(new Animation(init.Self.World, render.GetImage(self)), null, () => self.IsDead);
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render.Add(anim);
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respawnTicks = self.World.SharedRandom.Next(info.RespawnDelay[0], info.RespawnDelay[1]);
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growTicks = self.World.SharedRandom.Next(info.GrowthDelay[0], info.GrowthDelay[1]);
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growTicks = self.World.SharedRandom.Next(info.Lifetime[0], info.Lifetime[1]);
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anim.Animation.Play(info.GrowthSequences[0]);
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}
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@@ -163,19 +158,17 @@ namespace OpenRA.Mods.D2k.Traits
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if (!string.IsNullOrEmpty(info.Weapon))
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SeedResources(self);
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self.World.AddFrameEndTask(t => t.Add(new DelayedAction(respawnTicks, () =>
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var td = new TypeDictionary
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{
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var td = new TypeDictionary
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{
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new ParentActorInit(self),
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new LocationInit(self.Location),
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new CenterPositionInit(self.CenterPosition),
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new OwnerInit(self.Owner),
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new FactionInit(self.Owner.Faction.InternalName),
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new SkipMakeAnimsInit()
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};
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self.World.CreateActor(info.SpawnActor, td);
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})));
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new ParentActorInit(self),
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new LocationInit(self.Location),
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new CenterPositionInit(self.CenterPosition),
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new OwnerInit(self.Owner),
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new FactionInit(self.Owner.Faction.InternalName),
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new SkipMakeAnimsInit()
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};
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self.World.AddFrameEndTask(w => w.CreateActor(info.SpawnActor, td));
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}
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}
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}
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